Jump to content

Search the Community

Showing results for tags 'Build'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Obsidian Community
    • Obsidian General
    • Computer and Console
    • Developers' Corner
    • Pen-and-Paper Gaming
    • Skeeter's Junkyard
    • Way Off-Topic
  • Pentiment
    • Pentiment: Announcements & News
    • Pentiment: General Discussion (NO SPOILERS)
    • Pentiment: Stories (Spoiler Warning!)
    • Pentiment: Technical Support (Spoiler Warning!)
  • The Outer Worlds 2
    • The Outer Worlds 2 Speculation
  • Avowed
    • Avowed Speculation
  • Grounded
    • Grounded: Announcements & News
    • Grounded: General Discussion (NO SPOILERS)
    • Grounded: Stories (Spoiler Warning!)
    • Grounded: Technical Support (Spoiler Warning!)
  • The Outer Worlds
    • The Outer Worlds: Announcements & News
    • The Outer Worlds: General Discussion (NO SPOILERS)
    • The Outer Worlds: Stories (Spoiler Warning!)
    • The Outer Worlds: Character Builds & Strategies (Spoiler Warning!)
    • The Outer Worlds: Technical Support (Spoiler Warning!)
  • Pillars of Eternity II: Deadfire
    • Pillars of Eternity II: Deadfire Announcements & News
    • Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
    • Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
  • Pathfinder
    • Pathfinder Adventures: Announcements & News
    • Pathfinder Adventures: General Discussion (No Spoilers!)
    • Pathfinder Adventures: Characters Builds & Strategies (Spoiler Warning!)
    • Pathfinder Adventures: Technical Support (Spoiler Warning!)
  • Pillars of Eternity
    • Pillars of Eternity: Announcements & News
    • Pillars of Eternity: General Discussion (NO SPOILERS)
    • Pillars of Eternity: Stories (Spoiler Warning!)
    • Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity: Technical Support (Spoiler Warning!)
    • Pillars of Eternity: Backer Beta
  • Pillars of Eternity: Lords of the Eastern Reach
    • Lords of the Eastern Reach: Announcements & News
    • Lords of the Eastern Reach: Speculation & Discussion
    • Lords of the Eastern Reach: Kickstarter Q&A
  • Legacy (General Discussion)
    • Alpha Protocol
    • Dungeon Siege III
    • Neverwinter Nights 2
    • South Park
    • Star Wars Knights of the Old Republic II: The Sith Lords
  • Legacy (Archives)
    • Alpha Protocol
    • Armored Warfare
    • Dungeon Siege III
    • Fallout: New Vegas
    • Neverwinter Nights 2
    • South Park
    • Tyranny

Blogs

  • Chris Avellone's Blog
  • Neverwinter Nights 2 Blog
  • Joshin' Around!
  • Adam Brennecke's Blog
  • Chapmania
  • Pillars of Eternity Backer Site Blog
  • Pillars of Eternity Support Blog
  • Pathfinder Adventures Dev Blogs
  • Obsidian Marketing and Market Research Blog

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


MSN


Skype


Jabber


Yahoo


Website URL


Location


Xbox Gamertag


PSN Online ID


Steam


Interests

  1. Hello everyone. I've wanted to create and play with a "Arcane Archer" for a while now. So first i made a Ranger/wizard hybrid but after a while i decided i wanted to make as much use of the Frostseeker bow as i could and for this i decided to go pure ranger and use a few Arcana scrolls for the "Arcane" feeling. The bow itself gives u a very arcane feeling on its own tho. In any case, this build is very simple, it uses Frostseeker bow with Twinshot skill + driving flight and avenging storm scrolls for massive burst dmg. The more targets we hit with the frostseekers small AoE on crit the better the effect so we also use Sparkcrackers, thorny roots and pull of eora scrolls to crowd enemies together and keep them there. This is extremely effective and i have prepared a showcase video to show you. All gameplay recorded was on lvls 16-18 Enjoy: As for Abilities its very hard to go wrong because as a singleclass ranger u dont really have much variety but here is my abilities as of lvl 18: Class Choice: Ghostheart Ranger with Boar pet. The boar is quite good at taking hits and as a ghostheart i never have to care if he dies. Race Choice: Heart Orlan for "Minor Threat" (5% hit to crit vs whoever is targeted by an ally, this works with pet as well) Important Gear: The Red Hand, get it and enchant it for "Unburdened Soul" and get 20 kills with it for a +20% dmg mod wich applies to your frostseeker bow and ur scrolls as well. Frostseeker Obviously, ur main weapon. DoC breastplate for +2 resources. Acina's Tricorn, its Acc bonus applies to everything u use at range and not only the weapon. https://pillarsofeternity.gamepedia.com/Acina%27s_Tricorn Ring Of The Marksman. Mainly for the +1 Pen with ranged weapons. https://pillarsofeternity.gamepedia.com/Ring_of_the_Marksman Firethrower gloves for Dex and Arcana boost. https://pillarsofeternity.gamepedia.com/Firethrower%27s_Gloves Then feel free to mix and match. Attribute Priority: Mig: Medium Con: Low Dex: High Per: High Int: Medium Res: Dump One could argue that a ranger does not "need" high perception, but those few extra points could mean the difference between a crit and a hit, and we really want to crit to proc the AoE blast on Frostseeker as much as possible. We deal loads of small dmg numbers instead of few big ones so might is not overly important. Drug of choice: Coral Snuff for action speed. Important Skills: Arcana atleast on rank 13 for Avenging Storm scrolls. Stealth quite high to make it easier to sneak in and use sparkcrackers and crowd the mobs. Other then that feel free to mix and match however u want em. This build can be played solo wich is what ive done (but i havent finished the game with it) but it suffers on fights vs the very big HP enemies such as dragons and Nemnok because while the burst dmg is very high it is not enough to take down those big boys with the limited resources we have and the dps without resources is very weak on a ranger. So party play is recomended but solo potd is possible but hard at times.
  2. Just a starting point / Jump off build for a effective Wizard, with a few options as to play style. Wizard / Monk (Helwalker) Difficulty: PotD Solo: Untested Race: Godlike (Nature) Helwalker Monk, to provide access to a few Monk Passives, and attacks, but primarily for Turning Wheel, and the Might / Wounds portion of Helwalker. Once you are buffed, you should be looking at +2 Power levels, +10 Might, +10 Int, +25% Action Speed, +70 Deflection, +50% Melee damage as Burn and a Large +Accuracy Bonus. Due to the nature of these spells / effects this will take about 1 second. (Set up your buffs using the shift button, so you can have them all go off, use any +Int Buff first, to increase other buffs duration). Con and Resolve are fairly safe to Dump, how low really is up to you. Since Duration based damage is going to generally be better for this build I would prioritize Perception, Intellect, Might, Dexterity. Bad Save (Con - Fort, Resolve - Will) are balanced by over the top Str (Fort) and Int (Will), and Resolves - Deflection is entirely negated with Wizard +Deflection buffs, if you do have something get into combat with you. Perception (Especially on higher difficulty) will make a huge difference as to how much of your spells actually land solidly, and there aren't any great self buffs for that stat within the build. Infuse at level 2 gets you +5 Con and Int, and should last the entire fight with one cast, and triggers Wellspring of Life. Dexterity is the other tricky one 'in class' but we want that solely for the +Action Speed, which Swift Strikes provides. Pick up the Proficiency for Arbalest, early game it can reliably knock anything on its back; and Scepters, for if you feel like generating Wounds safely, the Modal will burn you and help that way. Dance of Death, Monk 2 is great, since I would plan (at least pre - end game) on using this as a back line character, will Generate Wounds for you, and give you an Accuracy Buff. If you're using this, don't burn yourself with Scepters. Blade Turning, Monk 3, is just funny when you have 30+ Intelligence. Who needs Deflection when every swing the bads make at you, hits them instead of you, the Intelligence makes this last quite a while. Duality of Mortal Presence, Monk 4, give you +Int = to your Wounds, and upgrades at Monk 6 to add +5% per Wound Burn Damage. Monk 7 has Dichotomous Soul, which give you 2 Elemental versions of your Massively statted character. ​For Skills, I would push as much as you can into Arcana and Metaphysics. Aside from getting you access to more spells (Scrolls) including Tier 8 and 9 ones, that you can't cast normally, this is the stat for Gear for this build. Spearcaster (Arc) from the Brass Citadel, and Chromastaff (Meta) from Nemrock the Super Imp. Spearcaster is just incredible damage and Crowd Control, and Chromastaff will allow you to really start beating on things, while also giving you multiple +Powerlevel for your Evocation type spells. End game you can easily choose between a Wizard style character that just does way more Nuke than a pure Wiz could achieve, or a Monk style character, with more Offense and Defense than any normal monk, by using the Wiz side to Buff.
  3. Sword Bearer of Endless Whispers May Berath have mercy on my enemies , I won't !Mild Spoiler! I apologize in advance for the watermark, basically this is an unbuffed (aside from hot razor skewers buff and some passives) solo encounter https://youtu.be/b64hixy86mk Multi-Class Build: Barbarian/Fighter Sub-classes: No sub-class (Recommended for non-solo), Devoted: Great-sword (Optional for theme Purposes) Table of Contents Overview Blessings & Legacy Choices Stats Skills Abilities Equipment Playstyle(TBA) Overview Relentless and unfaltering we bring the story of the great keep upon each swing of our blade- Lyn Col'ien As the build suggests we will focus on the whispers of endless path Make sure you have reforged it it Periki's Overlook you can get the blade via combining the shards of "Whispers of Yenwood" and "Blades of endless paths whilst paying 3000CP to the said blacksmith. Take the upgrades Bladeform and Spinning Assault Respectively Berath's Blessing Required: Champion Stats: +2 to all Stats Bonus Skills: +2 to all Skills Bonus Money: 50,000 & 5,000 respectively Special Merchant (Optional) Others: Optional, but if i my recommend considering you still have achievement point to spare Sails Upgrade: For Naval Combat Surviivability Explored Map: Navigation and strategic Purposes Fine Equipment: its a good Start Pillar's of Eternity Legacy Choices: Effigy's Resentment & Gift of the Machine (Regained at Hasongo according to wiki, for that extra boost.) I did not take these for Diplomatic and role-playing reasons, whether you take these abilities are up to your discretion Race: Island Aumaua (+2 Might and no waddling in some terrain during combat for that relentless drive) Background: Deadfire Archipelago (+1 Dexterity and Unique Dialogue, good pair for Island Aumaua The Prodigal Child returns to the land once called home Base Stats Might: 16 + 2 (Aumaua) Constitution:10 Dexterity: 15 + 1 (Deadfire Archipelago Background) Perception: 16 Intellect: 14 Resolve: 4 Bearing the great-sword with fervor the watcher Strikes with speed, power & accuracy This Distribution is balanced for a relentless and tempered brute, good damage and area of effect. For the low resolve and base Constitution will be discussed below, as for the decent dexterity and perception are for dialogue purposes and for frequent and reliable attacks. Recommended Skills Active Mechanics: Mechanics is GOD Stealth: if you don't have a companion for solo invest some on this skill Alchemy: a few points, it can be temporary to enhance the effects of "Ripple Sponge" for the magistrate's cudgel 15 Resolve Check Paired; +2 Rice Wine, +2 Eviee, + 2 "Token Faith"+2 "Boots of Stone" +1 "Ring of solitary Wanderer" Athletics" SECOND WIND !!! Passive: Diplomacy: if you're one those goody-goodies (like me) or just want to avoid some pointless fights and such Survival: Dialogue checks and for a cape, will be discussed below History: More dialogue checks Metaphysics: a few dialogue checks also if you want a peaceful end to a certain sea dragon, or not "Mestre Dragonslayer" Insight: you have guessed it more dialogue checks or observation skills during conversations Streetwise: always helps in a pinch or two or three wise as she was powerful with the voice of a hundred souls and the skills to show for it Steps you don't have to follow it to the letter, experiment if you want to fit your play style Fighter Ability Tree( Level 16) Barbarian Ability Tree( Level 16) Level I: Core Barbarian: Frenzy Carnage Core Fighter: Constant Recover If Devoted sub-class Great-sword Level II: +1 Mechanics, +1 Diplomacy Fighter: Disciplined Barrage if you're not on solo run you can focus on Alchemy or Athletics instead Level III: +1 Mechanics, +1 Insight Fast Runner: can be Knockdown early on for crowd control Level IV: +1 Mechanics, +1 Diplomacy Barbarian: Barbaric Blow: Nothing like a good'ole swing that hit harder with greater Aoe Fighter: Fighter Stances(Cleaving Stance): Barbaric Blow + Near Death Enemy + Cleaving Stance = i let you picture out Two-Handed Style: 15% Damage for 2-Handed Weapons (you can replace this for one of the upper 2 for this level) Level V: +1 Alchemy, +1 Metphysics Two-Handed Style: 15% Damage for 2-Handed Weapons Level VI-VIII: +2 Mechanics, +1 Insight, +1 Metaphysics, +1 Athletics, +1 Diplomacy Fighter: Tactical Barrage: very important for +1 all Power levels and +5 Intellect for carnage AoE and ability duration Confident Aim: not needed if you're confident with your accuracy Rapid Recovery: Because, why not Thick Skinned: +1 Armor Rating against Slash,Pierce & Crush Accurate Carnage: if you want more accuracy for carnage not 100% recommended for now Level IX: +1 Alchemy, +1 Diplomacy Fighter: Determination: Defense against Perception,Intellect and Constitution Afflictions Frisk would be so proud Level X: +1 Stealth, +1 Insight Fighter: Charge: the fun can finally begin Barbarian: Wild Sprint: No engagement, +5 Dexterity & 100% Stride if you don't want to invest in stealth just do the talk while stealth trick does work on solo run considering your alone and such Frenzy + Tactical Barrage + Wild Sprint + Charge on crowd + Empower + Barbaric Blow + Cleaving Stance that is still without the buffs Level XI: +1 Mechanics +1 Metahysics Fighter: Weapons Specialization: 10% Damage for Proficient Weapons Level XII:+1 Alchemy, +1 Diplomacy Fighter: Unstoppable Barbarian: Unflinching Level XIII: +1 Mechanics, +1 Metaphysics Fighter: Mob stance: it is like cleaving stance but with faster action speed for each unfortunate soul to ever cross your path Barbarian: Barbaric Smash: what's that after crushing the enemies with the combo you also regain rage, poor things Or Crushing Blow: an extra move fore every combo kill in play will make your enemies' day, their last that is Level XIV:+1 Mechanics, +1 Diplomacy Fighter: Armored Grace: Every enemy can die if you hit them fast enough, bring out the brigantine Level XV: +1 Alchemy, +1 Insight Situational Uncanny Luck: not much but its something especially with decent perception and tactical Barrage Tough: Die a little slower basically Superior Deflection: a little defense goes a long way if you haven't gotten the other Fighter: Unstoppable Barbarian: Unflinching Level XVI Fighter: Reaping Whirlwind: More Discipline = More Charge Barbarian Ram Sprint: Good CC Proc on Crit Lion Sprint: for good guarantee for Crit with Great Increase is accuracy in Next Attack Triggering Gatecrasher Equipment Equipment: Early Game (Remember the stealth conversation trick to sneak past well guarded non-hostile caches, the Tab button reveal interactibles by default) Credits to @lunattic for well-supplied merchant item info Gloves If you have the well-supplied traveling merchant you can go for Gauntlets of Ogre Might(1375 CP): +2 Might, if you want before you head to to the engwithan dig site but i replaced it with the accuracy one Gauntlets of Accuracy: +3 Accuracy, You can get them in the ancient training hall, Ancient Engwithan Dig site on First Map if you took port maje first Swordsman's Bracers: 10% Hits to Grazes taken by melee, you can steal them from the crate behind the merchant Boots If you have the well-supplied traveling merchant you can go for Boots of Speed: for fast stride in solo or stealth Boots of Stone: Since you don't have unflinching yet the resistance bonus and a +1 Resolve really Helps Shore-walker Sandals: +1 Resolve & 20%Stride, if you don have the merchant, these are good early boots Belt If you have the well-supplied traveling merchant go for Troll Hide Belt(775 CP): 1 HP Regeneration per 6 Seconds, not much but a welcome bonus for the blank belt slot, you also get via loot early on but still Girdle of Mortal Protection(1775 CP): +2 Constitution, 20% of Crits to Hit taken, Good defensive capabilities but i chose Troll hide Weapon Fine Great Sword: Decent early-game weapon you must get those fragments fixed after going to Neketaka Fine Arquebus/Arbalest/Crossbow: although arquebus is preferred due to damage, if you aren't a devoted fighter sub-class they make for a good opening shot or you can take their regular counterparts if you dot have the corresponding blessing Cape/Cloak If you have the well-supplied traveling merchant you can go for Cloak of Greater Deflection(775 CP): +7 Deflection (melee combat damage mitigation by decreasing the state of damage by one level if successful) Cloak of Greater Defense(775 CP): +10 Fortitude,Reflex & Will or you can go with a cloak that you might be able to loot from the Old Battleground or Burial Mound on the first map, luck is needed sometimes in RNG Armor Fine Breastplate Fine Leather Armor or you can take their regular counterparts if you dot have the corresponding blessing Rings: you can loot these early on from the Old Battleground or Burial Mound on the first map, luck is needed sometimes in RNG Ring of Overseeing(400 CP): +10% AOE, better carnage and other aoe dependent skills although there might not be much this early perhaps scrolls (needs 1-3 Arcana) Minor Ring of Deflection Minor Ring of Protection Gaun's Pledge: if you don't have some potions can help with your survivability early on Helmet: if you aren't a God-like Death Maw: being near a killed enemy grants temporary damage reduction, a nice early on bonus Amulet If you have the well-supplied traveling merchant you can go for Amulet of Greater Health(1075): +25 Max Health Wise Teeth Necklace: +1 Intellect, History, Insight from the encounter in the first island located just before the Old Battleground Protective Eothasian Charm: +1 Perception and a really good Regen & DR ability that activates in near death, must rest to recharge skill from the hidden cache in on the well in the middle of Gorecchi Street, Port Maje Equipment: Mid-Game(Neketaka an Beyond) Gloves Gate Crusher Gloves: +2 Might, Knock down on critical hit in melee & grants "Reeling Blows" good crowd control skill 2/2 Per Rest the knockdown procreation of your gloves go really well with you combo and the cc skill with the extra might is an added bonus Sold by Wanika at Queen's Berth Belt The Undying Burden: +1 Athletics, +2 Constitution, Grants Second Wind & a scaling Damage reduction as health decreases 30% Max you really can't have too much second wind, Sold in Delver's Row by Imuani Rings Ring of Solitary: +1 Resolve, -35% debuff duration, Perfect for and independent vanguard or Solo run Looted from Bount-Pirakau, encounter located at 26* 58'S 45* 9' E well its better it you just browse the map especially if you the explored world map blessing Chameleon's Touch: +1 Random Attribute & Skill, Dependent on class Looted from Bounty-Nomu the Marauder, encounter located in the me island as neketaka Ring of Overseeing: +10% Aoe, Still a good choice Amulet Baubles and Fin: +1 Constitution & Intellect, +5% Damage 6.5M Aura A reward for the (Peaceful Preferably) resolution of "Broodmother's Fury" in Tikawara Wise Teeth Necklace: +1 Intellect, History, Insight from the encounter in the first island located just before the Old Battleground Protective Eothasian Charm: +1 Perception and a really good Regen & DR ability that activates in near death, must rest to recharge skill from the hidden cache in on the well in the middle of Gorecchi Street, Port Maje Helmet Heaven's Cacophony: +2 Intellect +1 Religion, also Grants a 2/2 Knockback Stun and Shock Retaliation Skill The extra skills granted are really helpful for situational enemies who are immune to slash and pierce the increase in buff duration and aoe due to the Intellect +2 Bonus does wonders for your build, the +1 Religion is just a little extra to match the theme of the helm Armor: you current fine armor should be good enough if you find/loot/stole an exceptional/ superb Counter part replace it right away but if yo can spare the funds go for Cloak Ruata's Walking Cloak: +1 Diplomacy & Survival, +5 Reflex +20% Stride(Scales with Survival) Obtained as a reward for Eulogy for the Dead Garari Cuirass Sold by Ernezzo in Delver's Row Weapon: The Whispers of endless Paths Equipment: Mid-Late Game found as a drop on the dead guard fanatic in the forgotten catacombs (be careful of Fampyr Charms) sold by the merchant at crookspur Play Style https://youtu.be/chQ-7oOoxIk a bit harder encounter compared to the xaurips, buffed with "lumious adra potion, arcanist balm for +4 Alchemy" Taru-Taru Chew +5 to Might,Dexterity & Constitution higher level encounter with levels higher than that of my current watcher (The Steel Preacher Encounter) https://youtu.be/k55xi8-JraU Start of Combat Tactical Barrage: For concentration,aware and acute Lion Sprint: For nimble, +15 Accuracy, Immunity to Engagement. you can now barbarian Frenzy or retreat to safer distance with speed bonus and apply more buffs Charge the the farthest yet softest enemy if available e.g. Priest etc. pause a moment to let enemies catch up Barbaric Smash the enemy killing it regaining rage whilst also applying cleaving stance and Boosted Carnage to the enemy at this Point us spinning assault then charge to another enemy regardless to keep the momentum flowing Barbaric smash near death enemies and finish them off At this point feel free to use your remaining resources to end the fight, if you lacking health this build focuses on dr reduction and speed yet you will have two "second wind" one from basic athletics and one from " the undying burden" Conclusion: if you find yourself lacking in early game don't be afraid to take on some drug, potions and scrolls until you get the core abilities you need to run enemies through.
  4. So I've started my first REAL (started a cipher and didn't enjoy it) character to play and I decided on a rogue since I've heard they do the highest single target damage and look appealing to me. Here's my build, any pointers or tips to improve it would be much appreciated: Race: Moon Godlike (I like the passive, the stats and they look cool) Attributes: MIG: 12 CON: 8 DEX: 18 PER: 18 INT: 12 RES: 10 I want to use dual sabres because they look cool and I like pirates. I've also heard they are very good on the rogue.
  5. How viable this class would be? Rogue is a damage-focused class and Paladin is a tank or a supporter, but the ability to buff myself, therefore increasing DPS looks promising. What attributes and abilities are recommended? Is there a soulbound greatsword?
  6. My class was a Ravager (Shattered Pillar Monk/ No Subclass Barbarian) So i finished the game on POTD with stats : Might: 18 Con: 11 Dex: 10 Per:10 Int: 10 Res: 19 the game went fine using robes and light armor, Mohora Tanga and Tuotilo's Palm. I spec into both two weapon fighting and sword + shield fighting. This makes me very tanky. Only issue I ran into was missing a lot of my hits. I had enough life and i was attacking more than fast enough. A lot of people don't know this, but with Shattered Pillar Might is just the way to go. Dex is good, and it yields superior dps but you're already fast enough and the extra might gives you the single hit damage to gain wounds more easily. Also used Lord Darryn's Voluge and went barehanded. Darryn's works great for crowds and synergizes well with primary attack abilities but it lacks dps vs single targets until you get off that first disorient. Barehanded had great dps versus single targets. Both weren't defenseless but werent tanky enough for me to be comfortable. Mohora Tanga and Tuotilo's Palm did nearly as much damage as barehanded but they had the added benefit of making me very tanky. So the build felt better overall. As i mentioned before my only issue was not landing enough hits. On my second play through I plan to use the same armor, weapons and class. My stats, with Berath's blessing have changed to: Might: 18 Con: 10 Dex: 10 Per: 18 Int: 13 Res: 19 Any thoughts? Also I am considering specing into Blade Turning/Dance of Death. Has anyone tried that? Can you tell me if it works?
  7. Class: Street Fighter/Troubadour Race: Human or Fire Godlike Background: Aedyr - Hunter DIfficulty: PotD Solo: No Descriptor: This build using key gear, Persistent Distraction, and Chanter phrases simultaneously boosts the player's defenses and Armor Rating as they take damage in order to stay in the Bloodied state (required by Street Fighter) with relative safety. Simultaneously it focuses on doing most of its damage via DoTs so you can hit an enemy once, and watch it die while you focus on the next enemy. You have one CC, a couple of buffs, and a great deal of debuffing in your Phrases. All enemies Engaged with this Tank do less damage, and because Persistent Distraction lowers Perception they are Distracted and Flanked for Sneak Attack damage. Combined with Phrase The Long Night's Drink which lowers their Con by 5, might by 2, and reduces healing by 50% the enemies die easily, and they do very little damage as a fight wears on. Late game Rogue ability costs mean nothing with the Brilliant Inspiration. So, you can spam away, and do so very quickly while flanked and/or Bloodied. Starting Attributes: Might: 10-12 Constitution: 10-12 Dexterity: 10 Perception: 16 Intellect: 17 Resolve: 10 These are where I have the attributes set, but you could lose some Perception for Constitution or what have you. Using Blunderbuss modal made early game build whiff too much for my liking. Abilities by Level: Hel-Hyraf, Dull the Edge, and Crippling Strike Escape Arms Bearer Killer's Froze Stiff, Blinding Strike Weapon and Shield Dirty Fighting The Shield Cracks, Riposte Ancient Memory Strike the Bell Silver Knight's Shields, Persistent Distraction The Long Night's Drink Confounding Blind Deep Wounds, Seven nights Ring the Bell The Bride Caught Their Ruse Imp. Critical, Her Courage Thick as Steel The Bride Slew Each Kill fed his Fury (this and The Bride Slew can be swapped for Reny Darret's Voice for a Fear debuff) Set to Their Purpose, and Deathblows This doesn't matter, but I went with Accurate Empower for Rogue abilities. Weapon Proficiency in order of priority; Blunderbuss Spear Shield (I went with Medium) Sabre/Sword/Club/Flail Gear: Primary Gear is Stalker's Presence (Spear found in Sayuka) Reckless Brigandine (Early on Blood Links works pretty well) Entonia Signet Ring The Undying Burder (belt) Nerian's Ward (Medium Shield) Death's Maw (good early and can be swapped out later in the game) Sasha's Singing Sabre Modwyr Etc. After this grab good versions of some of the other weapons you are proficient in. Early on you want a Spear and either a blunt or Slash weapon equipped along with a Blunderbuss for an opening volley with its modal on. Combat Skills: Alchemy (this is your primary Skill) Stealth (this is your secondary, and will be prioritized later in game) Athletics (just a point or two because if you go too much higher it will bring you out of bloodied state) Notes: Spear Modal + Shield + Persistent Distraction + The Silver Knight's Shields = a lot of Engagement. Persistant Distraction causes enemies to be Distracted thus gaining -5 Perception and the Flanked affliction. The Long Night's Drink add Weakened to enemies (-5 con and -50% healing recieved) and it adds -2 Might. These 2 are your Bread and butter Phrases from level 11 on. Ring the Bell, Stalker's Presence, and Deep Wounds = a lot of DoT damage being applied to your target. They melt fast if RtB lands. Seven Nights is just a mob clearer for bigger fights, and since it is a pbAoE it gets anyone you're engaged with. Flail Modal + Seven Nights for more stout targets. Club Modal to help ensure Killers Froze Stiff lands on crucial targets. Modwyr for fun. Scout the enemies to ensure you have the best weapons in your arsenal equipped. Reckless Brigandine + Nerian's Ward + Undying Burden + Entonia Signet Ring all either increase damage and/or saves and AR as you become more injured. This makes sitting in the Bloodied pocket easier. Use Second Wind and switch to a Chant including Ancient Memory or Old Siec to keep you close to the ceiling of Bloodied so that you don't get gibbed. You don't want to rely on healing from Priests, Druids, etc because they usually over heal you. Targets with high Deflection get Confounding Blind or Hel-Hyraf in order to bring them down. If you land Confounding Blind then attack with one of your ranged as well to ensure you stack the Deflection Debuff and they will melt. Early game, you leave Brisk Recitation on since you only have 1 phrase. When you get Ancient Memory you can start to swap it on and off. Then when you get to level 11 you tend to leave BR off in order to maintain 2 buffs at all times. If targets are immune to Weaken then have a Chant Ready for Dull the Edge/Her Courage Thick as Steel + The Silver Knight's Shield. The idea is maximum Engage + debuffs. Use Buffs to start combat, CC's debuffs to help reduce incoming damage, and use Seven Nights/Rogue DoT's to clean up. Swap to Sasha's Singing Sabre (if equipped) for an Empowered Seven Nights. This will let you follow up with another Chant, or get your started back to casting Set to Their Purpose again. Set to Their Purpose is your OP way of ensuring everyone is Blinded or has Ring the Bell DoT applied to them. It's the gift that keeps on giving. Riposte is there because if you aren't Bloodied/Flanked you have the chance of tossing out some damage with your slow Street Fighter recovery times. Some of the smaller fights it can be hard to get Heating Up going. If you want to do more damage go Human, and if you want to counter how squishy early game can be then go Fire Godlike. Chants in late game: Ancient Memory and Her Courage Thick as Steel. The Long Night's Drink and The Silver Knight's Shield The Silver Knight's Shield and Her Courage Thick as Steel. Ancient Memory and The Silver Knight's Shield. You won't use Dull the Edge once you get the other 4 Chants. At least I didn't. Use 1 or 4 to build health back up. Use 2 and 3 to Debuff. So, you tend to slowly switch back and forth between these depending on the situation. Pros: Easy Deathblows later game. This combined with Deep Wounds, Stalker's Patience, and Ring the Bell means you just have to hit once or twice on a target. Fair CC/heal support Solid Tank/DPS late game. Cons: Street Fighter attack speed penalty when you can't get bloodied or flanked. Somewhat Squishy early on. Blunderbuss modal turns off when you weapon swap. So, at the beginning of combat make sure it is on. Summary: That's the thrust of the build. It is really fun, and late game an absolute wrecking ball. Early on it may require babysitting a bit. I hope you all enjoy it. I have. EDIT: Alchemy is predominantly for poisons and buffs, but also for big heals if needed in a boss fight or a fight with a ton of enemies. Stealth increases Stalker's Presence DoT, and that is why you toss some late game points in there. EDIT: This is an update for version 1.1 where Brilliant has been removed thus making Set to Their Purpose not desirable. The only real difference is in talent selection on the Chanter side of things. Replace The Bride Caught Their Ruse and Her courage at levels 15 and 16 with Reny Daret's Ghost spake and Ben Fidel's neck was exposed. Replace Set to their Purpose at level 19 with Her Tears Fell Like Rain or one of the Empower Upgrades.
  8. [CLASS BUILD] Commander Shepard Sharpshooter/Bleak Walker Description: I'm Commander Shepard and this is my favorite gun build on the forums. Word of warning, you will need to pull mobs carefully! This is my attempt at creating a sniper arquebus build. What this build promises is an insane amount of accuracy (138 with passives), a cuddly meat tank you can lay your hands on and the ability to deal 200 dmg(around there, depending on immunities) per shot. To be honest, I just wanted to call it Commander Shepard and make stupid jokes. You can snipe squishy targets with this build though and it feels really good seeing the numbers pop. Spoiler: Ranger is actually really useful here. Not even joking. Race: No.1: Pale Elf (flame damage rating), Orlan for the crit (I used Elf for the resistance instead but the crit should be the best choice here) No.2: Moon Godlike (AOE heals, your pet will need it, trust me.) No.3: Wood Elf (for the resistance) Difficulty: POTD Solo: Yes Version: 1.02 Stats : 18 Might 10 Con 18 Dex 18 Per 10 Intelligence 3 Resolve Maxing might is obvious. Max Dex for action speed, Perception for accuracy. 3 Resolve because everything will hit you in PoTD anyway. Companion: Bear for tankiness. Skills: Go for hunter for the mechanics and flavor. Boost mechanics till you reach 6 so that you can unlock most chests. Dump the rest into stealth to breeze through the earlier levels and respec into Arcana right before tough boss fights for scroll usage. Metaphysics if you plan on using Nemnok Quarterstaff. History if you plan on wearing the fampyr cloak. Split evenly if you plan on using both. Proficiency: Arquebus: Meat of this build. YOU MUST PICK THIS UP. Rod: For AoE clears. Quarterstaff: For crush damage. The rest are up to you. Blessing of Berath: Highly Recommended: 50k gold +5k gold Recommended: Double Skill bonus and bonus attributes, Stormwind Sails (makes farming money a lot easier) Great if you have it: Unique Vendor (For the flame accuracy ring early on) Whatever: The rest. Gear: I will split it up into early/mid/late game for those who are newer. Early game: Weapon: Dragon's Dowry (Neketaka, Brass Citadel Vendor, the gun smithy guy, 45k+). This is why I highly recommend the 50k start. Absolutely critical to this build. You must get it asap. Above everything else. Get. It. Now. Enchant it with Volatile Runelock and Blazing Fury asap as well. Weapon 2: Watershaper's Focus, Tekehu's rod. Just pick him up from the Watershaper's guild in (Neketaka, Periki's Overlook). Note: This weapon is hard to upgrade but it's a pretty decent aoe weapon. Not too important but it's a backup weapon for those large crowds. Primal Water can be purchased from the vendors in periki overlook(sometimes) and you can loot 3 from the animancer quest in Sacred Stairs. You will need more but that's up to you to find. (I forgot where I got mine) Armor: Devil of Caroc: The plus resource enchantment from this breastplate is crucial to this build. Get it. (Periki's Overlook, Vendor, Metalwork something something if I'm not mistaken.) 25k+ Once again, it costs a lot to gear up this character. You can grab a decent alternative from Fort Deadlight by killing Benweth but ultimately you want Devil of Caroc. Necklace: Whatever you can get your hands on, I suggest the necklace you grab in Port Maje or Charm the Bones(from Neketaka vendor, forgot which one) until you can get Orishia (Flamewalker Velassi???). You can get it from a bounty. I managed to defeat him at level 11 though it is probably possible earlier. (I didn't try it) Gauntlets: Gatecrashers. For the might+2, essentially anything with might +2 is fine. The unique vendor in port maje has one such glove or you can just buy the fancier version in Neketaka, Queen's Berth. Burglar's gloves: for utility. +2mech Cloak: Cloak of Greater Deflection or Protection. Vendor Neketaka or the unique vendor, easy find. Rings: Anything to be honest. The flame accuracy ring from the unique vendor is pretty nifty for Flames of Devotion. I picked up a ring of regeneration for a bit of heal. Feel free to pick up anything else. Belt: Some generic +2 con belt or just nothing if you want to be fancy. Boots: Boots of the Stone for the affliction resistance. Alternatively, grab any boots with +stride. Helmet: Thaos's helmet. Recruit Aloth to grab this. If anyone has a better suggestion, feel free to tell me. I just picked this for ACC. I'm sure there are better alternatives so feel free to use them. Pet: I didn't bother with this too much but there was a pet that reduces recovery speed(Nalvi). Honestly, just pick a pet that boosts ACC. The name of the game is accuracy. With arquebus, you DO NOT want to miss a single shot. Consumables: Anything with summons. Buy the adragan from dark cauldron and the siren from dunnage(radiant Court) Late/Mid Game: Helmet: Serpent Crown. Kill the Queen of Neketaka. Pretty nice helmet. If you are going to end the game, I suggest killing her just for funsies. Gets you a nice helmet as well. Aloth helmet still works well either way. Belt: Maker's Own Power. For the heal. It's the troll bounty in Dunnage(Lifter's Refuge). You need to pick up the bounty quest from the NPC(Dessiral, Radiant Court) before he turns up (Lifter's Refuge). Optional. Honestly, belt doesn't really matter. If you have a good suggestion, feel free to tell me. Weapon Backup: If you can kill the guards leading to Nemnok's sanctuary, you can technically stealth your way to the treasure chest without fighting him and grab Veilpiercer and the quarterstaff(Not sure how you are going to lose aggro though). Alternative is to run a dual wield combination of the blunderbuss from Delver's Row and the pistol from Poko Kohora Ruins. They give a decent per use spell as well as a +25% dmg buff that causes your attacks to bounce. Before heading to Ashen Maw, make sure to kill Nemnok and grab the Veilpiercer bow . Pick the free recovery enchantment for the bow. IMPORTANT or you can't kill a damn thing in Ashen Maw Cloak: Giftbearer's Cloth. It's slightly south of Junvik and Nemnok. The area is called Fampyr's Crypt. Northwest corner of the map. You need to pull them one or two at a time. Alternatively, you can try stealing the cloak after clearing out the first two blocking off the passage. It's in a chest below. Honestly, it's pretty easy to kill them if you pull them properly. Equipment Procurement Guide: Gold/XP: Once again, buy four imperial long guns, buy a slightly improved sails/hulls and stock up on repair supplies. Buy the cheapest food and etc. Hunt down every ship you find and turn in the bounties. You can easily hit lvl 10+ like this. Fort Deadlight is a pretty easy quest to clear and you can stealth through most of it. Hasongo is a pretty easy quest to clear with decent drops. Clear the initial few mob pulls and just sneak through the rest of the areas. There's a triple archer mob area which cannot be skipped. Once again, free money so just kill them. Arkemyr's Mansion: No fighting involved. Just need mechanics 6 +2 from gloves, +2 from drugs or hylea blessing. Robbing your companions. Animancer's Tower: The first test is really easy to solo. The last boss can be kited easily. Gives primal water and spirit residue. Needed for Vailan faction quest so just do it. Double turn in. Primal Flame: Ori o Koiki Vendor. She sold me 5. Rathun fireships. Black Pearl: Ori o Koiki, throne room chest Pyrite: Radiant Court (the npc in the north, you have to enter another area) Orishia: Chances are your aoe still sucks so here's an easy way to grab this necklace. Stand as far away as possible from the first guard and use your ranger's mark to pull the naga. It will pull only two or so mobs in one go. You can easily snipe Flamewaker to death or just focus down the marauder. It should take 2-3 hits at most to kill the melee guy if you have Dragon's Dowry. You should pick up the adragan summon from Dark Cauldron(the arkemyr vendor, name might not be accurate) (Neketaka, Periki's Overlook). Feel free to grab the mini drake summon item from Arkemyr's mansion as well. Nemnok Fight: Bring enough potions (I used 7 minor and 3 moderate) because he is tanky. Kill the brat. Clear one side first and slowly pull the mobs. Even though it says immunity o mind effects, the siren summon is still able to dominate it. Slowly whittle him down and always stay in melee range unless you have corrode resistance. His melee attack sucks. I did it at 15. You can try it slightly earlier if you are feeling adventurous. Swap tanking with your bear/pet to allow yourself some breathing space. I had some penetration problems so I just went close range in both cases. Turn on your arquebus modal. Jaderferlas: Make sure you have Devil of Caroc enchanted for resolve afflictions. Make sure you have Veil Piercer enchanted for free recovery on crit. Make sure you have a greater ring of regeneration equipped (Neketaka Vendor, I think. Some vendor sells it.).Get a cup of coffee. Start of the fight bring her to the choke point near the pillar. Throw on your marks and just slowly fire at her. Make sure your bear is somewhere far away. Once she spawns a second wave of slime, pull her further into the choke point such that you are surrounded by slimes and she can't hit you. Her meteor shower hits targets near her so you can avoid it somewhat by being surrounded by slimes. With Pale Elf resistances, the slimes do 2-3 damage and your ring can easily heal through it. Turn on AI mode and wait for your character to kill her with Veil Piercer. Because there are slimes nearby, the additional attack from your ranger passive gives you an additional chance to crit and fire right away. Afk till she is dead. Alternatively, just sneak past her... If you do not wish to fight that warlord rathun guy, don't tell them you killed the dragon. He doesn't give much anyway... Guardian of Ukaizo: Save your buffs for the second phase. Use your bear to kite the initial adra spawns while you use your arquebus to take them out. One Flame of Devotion can kill off one adra or severely injure it. Because of your bouncing attack, your next FoD will definitely kill one or two adra, saving you that zeal point. Because I ran a Pale Elf and had 167 reflex, I mostly tanked through his fire/corrode effects attacks. I saved my Hylea's blessing for that additional +10 reflex. You can pick up a passive to boost your defenses if you want. I used my basic attacks to trigger his next phase. Just bring along like 3 major healing potions as insurance. You might end up using 1 or 2 to kill the boss, if you aren't careful. For the second phase where the giant sentinels spawn. Make sure you are right at the entrance of the island and have your bear near those statues. Just use it to kite the sentinels around all day. Third Phase( The point where you can damage the boss). Turn on blazing fury and spam all the flames of devotion you can. Use your empower to recover resources here. Easy kill. Don't even bother using Lay on Hands to heal yourself, just drink a potion. Make sure to avoid his frost puddle, I think it knocks you down. Avoid the purple ball of somethingness because why not. He has flame breaths but they will miss you. Assuming you are at a lower level than me, you can avoid it if you want. It only hits in a straight line. Ability Choices: (There might be some error here since I wrote this after a retrain, I think there's a bug which eats up your level one point.) Initial Abilities: Sworn Enemy(P), Marked Prey® 1-3: Lay on Hands, Deep Faith 4-6: Zealous Aura, Marksman, Inspired Defense, Gunner 7-9:Revive Companion(Meh), Eternal Devotion, Two-handed Style, Retribution, 10-12:Wounding Shot, Exalted Focus, Scion of Flame, Accurate Wounding Shot 13-15:Sworn Rival, Driving Flight,Uncanny Luck 16-18: Improved Critical, Virtuous Triumph, Survival of the Fittest, Tough 19-20: Stoic Steel, Concussive Shot(Meh), Exalted Endurance(Meh). Alternative: Dump wounding shot for Takedown Combo, great for the early stages, sort of. You can dump Exalted Endurance, Revive Companion, Concussive Shot for AoE defense passive and Will defense. Wounding Shot was taken because of the excess of ranger resource points, you can pick up more defensive abilities with this like the +armor rating on your bear but I feel that this build needs another activated offensive ability. Strategy: Open up with marked prey, sworn enemy ->cast a summon (adragan), use Kitchen Stove buff( if necessary, turn on your arquebus buff (it's per encounter) and then Flame of Devotion (FoD) the casters/ranged/melee in that order. Once you reach level 12/13 or so, your attacks start to bounce so you can prioritize those who have less health. Use your bear to try and distract the enemies (block choke points or just throw him at them, you can live with the bonded grief). Lay on Hands as necessary. Most of the time, if you pulled correctly, you won't have to cast your per rest abilities. Choices I Skipped: Takedown Combo: 100% dmg buff. I tried it, wasn't great. The bear rarely hits too. Doesn't give the OMG crits. Healing Pet spells: Lay on Hands is sufficient and that bear is kinda just a decoration except on rare occasions where you need it to buy extra time or block a choke point. Paladin buffs: Too short and too resource intensive. Other pet revive options: Waste of points and honestly, you only need it for that initial window. Just revive it once and tuck him in a safe corner. Pets are for petting not fighting. Why not XXX class? Chanter: Well, it would end up as a summoner build wouldn't it? Honestly, chanter is just too op and I wanted to give Ranger abilities a try. Chanter would probably fare better lul. Monk: Too op for my liking. Fighter: Interesting choice to toy with. I considered picking this but I just wanted to call this build Commander Shepard... If you were to pick fighter, I suggest picking up Charge for that delicious arquebus aoe spam. Discipline Barrage (the crit buff). Mob Stance/Cleave sort of doesn't work in generating additional hits but the recovery is nice. I don't suggest picking up Black Jacket. One arquebus is enough. Trust me. Cipher: I considered Soul Blade but soul annihilation is melee. You can test out takedown combo and soul annihilation, it might just work. The focus generation with this build is actually pretty good so a better cipher player might find this useful but not me. Wizard: No. Priest: Buffs take too long. Rogue: Sneak attacks do not pair too well but I can picture a melee range arquebus and perpetual distraction, deathblow build. You get more mobility. Druid: Why? Barbarian: Melee focused. This is a gun build. Pure Ranger:... Pure Paladin: You give up too many offensive passives. Why Ranger: Bouncing Attacks( Driving Flight): AoE for arquebus. Ranged passives and great accuracy options. (Gunner, Marksman, Marked Prey, Survival of the Fittest, Accurate Wounding Shot, Concussive Shot.) Yes, the active abilities are kinda crappy compared to other classes like rogue. Why Paladin: Obviously, the bear isn't going to survive long without heals. Lay on Hands is a great way to heal it and you (SYNERGY *thumbs up*). Flames of Devotion gives massive flame +corrode damage along with accuracy. Easily spammable too. Massive tankiness from passives. Nice aura. Final Thoughts: I just wanted a gun build to be honest. Ranger seemed pretty fun and the passives honestly aren't that bad. There were situations where I found myself really glad that I had driving flight to pair with Dragon's Dowry. My bear turned out to be really useful when I needed those precious 30 seconds. Keeping it alive wasn't hard with Lay on Hands, damage sucked though, but then it's the bear. Honestly, the paladin side really carried but the ranger side really surprised me at times during the leveling journey. Dragon's Dowry is only possible because of ranger IMO unless you have someway to generate free aoe attacks (Monk's Swift Flurry or perhaps charge.) However, you lose the benefit of marked prey and a number of accuracy buffs. With marked prey, I never missed a single shot especially with the arquebus modal of +20 acc. Sharpshooter was useful for penetration and honestly the recovery penalty was nothing. Pale Elf really surprised me as well. So many chickens used fire attacks to try and hit me. I guess that's why they are dragons. Given the abundance of points, it's possible to finish the game at 17-18, I ended up fighting the boss at 20 to try out the passives. They weren't really needed. Chanter would honestly be better here but chanter is better everywhere...nothing new there. Yes, I know it's ShepHErd.
  9. My run is on POTD/all levelup(only up) Helwalker / ranger The reason I am choosing normal ranger is the sharpshooter subclass is kinda weak imo. We get +15% hit->crit when target > 4m and +1 pen when target <= 4m at the cost of 10 def and 10% recovery time. Hit to crit is kinda worthless for a high-acc build, 10% recovery time is a huge debuff. Helwalker can provide +12 acc & +10 might with Dance of Death and passives. Ranger can provide very high ranged acc and some mobility to avoid taking dmg which would stop death dance. And swift flurry is amazing with weapons can do multiple hits. And there comes ranger's driving flight. In the picture, my ranger dishes our 11 dmg instances with only one mundane attack. He is level 8 right now, no driving flight yet. The weapon is called frostseeker. It normally has 3 projectiles. With Swift Flurry, 11. And it should be much more with driving flight. Also, +12 acc/+10 might improves dmg output. Updated May 19th, Well, this run is about to end, time to write a short summary. I also tested other weapons (Frostseeker is just too OP and makes the game boring) and some abilities. Core abilities: Monk: Swift Flurry, +10 MIGHT, +10INT&+50% fire dmg, +2pen&+5might (2 wounds), +12 acc Ranger: Driving Flight, +10acc(mark), +5acc(marksman), +20acc(wounding shot), +100%base dmg(knockdown combo), potential +10acc(stalker link) +10acc(survival of the fittest), and mobility Currently some good(or broken) combos: 1. Swift Flurry + Driving Flight + any weapon that do multiple hits. The most broken one is Frostseeker. It fires 3 projectiles and does aoe dmg on crit. With a very high ranged acc, Swift Flurry would chain proc and instantly kill most enemies within seconds. 2. Stunning Surge regens much more mortifications then intended. The tooltip of Stunning Surge says if the attack crits, refund mortifications cost. However, I found that a crit would +2 all monk resources (+2 morts + wounds) instead of the actual cost (2 morts). Using a weapon that can only hit 1 time, that's OK. But multi-hit weapons such as frostseeker, every crit would +2 monk resources. Thus, unlimited monk abilities. 3. Ranger Leap Shot(I forgot the name). This upgraded ability allows the ranger a 10m blink + 1 free attack. Its casting time and recovery are both close to 0. A ranger can mark on a target and instantly fire 8 times without recovery time (9 bonds total). Combined with monk goodies, it would be a ton of dmg. 4. Concussive Shot + Frostseeker + driving flight. A lot of interrupts, enemies cannot do anything. Ranged acc, The screenshot shows a 178 acc(without stalker link), that is definitely not the optimal value. My character started as 19 10 14 15 10 10 just to "play safe". I would lower some CON&RES and add more DEX&PER. You can also use Berath's Blessing to make it stronger. And I was trying to upgrade the soulbound arquebus (relatively low enchantment bonus, and inherited -5 acc). At that acc level, the base crit rate is > 50% for almost any enemy in the game( as far as I know) , which means hit->crit is less effective. Ranged dmg A hit with lvl2 soulbound arquebus(basically a normal "exceptional arquebus") 200+dmg, not so bad, and could potentially follow with some lucky swift flurry free hits.
  10. Hello everyone! I am pretty bad at theorycrafting, I completed Poe1 with Boeroers amazingly fun Schemers Needler character, but I have some problems getting the concept to work in Poe2. I was wondering if anyone had any tips or tricks or maybe even a complete build lying around somewhere to make a Priest of Skaen decent in Deadfire? RP > Powergaming for this one. But I am not above multiclassing! Thanks in advance!
  11. After playing BB4 for several hours, I'm sold on my Beguiler/Ghost Heart (Seer) Watcher. While the build certainly falls in the viable but not optimal category, it suits my character's backstory: a wandering neutral good type whose destiny is guided by spirits (often manifesting as wolves), and whose lack of enthusiasm and cosmopolitan skills are often overlooked for his grit, honesty, and kindness toward the downtrodden. This isn't set in stone obviously, as release and subsequent upgrades will probably shift it. That being said, I'd appreciate any feedback - with an understanding some decisions are RP. I plan on taking this Watcher through Hard Mode/upscaling on critical path with story companions. Seer (Beguiler/Ghost Heart) Race: Pale Elf Culture/Background: White that Wends/Mystic Pet: Ghostly Wolf Level: 9 Primary Active Skills: Alchemy, Stealth, a bit of Athletics (I may reverse the latter two). Primary Passive Skills: Metaphysics, Insight, Survival Mig: 15 Con: 8 Dex: 13 Per: 15(+1) Int: 16 Res: 10 (Again, these stats are for RP purposes. Even though the character is a backliner, I don't want to dump RES because I feel surviving in the White that Wends would require a degree of resilience. I didn't mind dumping CON a bit, though, since my character's physical development was a bit stunted, stemming from undefinable, haunting visions that kept nights long and friends fair-weather.) Weapons: War Bow, Hunting Bow, Rod (Blast), Arquebus (for alpha strikes), maybe Crossbow for interrupts. These choices will largely depend on unique weapons, but I would like to stick to bows if possible. Core Ideas: This build combines ranged damage and afflictions along with an upgraded, disposable pet that can easily move through the battlefield (immune to disengagement attacks) to disrupt enemy spellcasters and archers/gunners or help the backline in an emergency. Unfortunately, both Rangers and Ciphers are starved for ability points compared to other class combinations (no freebees beyond character creation), which can impede optimization. (Though you could also argue no point goes to waste like multi-class Fighter). Beguiler: Beguiler's range bonus (20 percent) to Deception Powers couples well with a Seer and often allows faster, safer opportunities to cast wide afflictions on mid and backliners. Ideally, enemies should always be covered in afflications (other party members like a Blast Rogue or Druid will offer redundancy), which generate Focus when attacking or casting Deceptions. This character will always initiate combat from Stealth, negating Beguiler's attack and Focus generation penalties when target is ineligible for Sneak Attack. Beguiler Abilities: Powers: Eyestrike, Whisper of Treason, Phantom Foes, Secret Horrors Eyestrike being a third level affliction right out the door is nice and Whisper of Treason offers some useful tricks with Stealth. While its effect is weak, Phantom Foes casts quickly and can cover a wide area, often hitting backliners when directed at stragglers racing to the frontlines; and since Mental Binding has fallen from grace, it gets tossed out for a passive or Ranger ability. Secret Horrors is a solid Power, which disables active abilities and lowers CON and RES, which helps Eyestrike and physical attacks land along with increasing affliction durations across the board. Passives: Beguiler, Biting Whip, Hammering Thoughts Since there's not a large choice of Powers, I picked Biting Whip and Hammering Thoughts for extra ranged damage. I skipped the 10 percent duration bonus to afflictions (name escapes me atm) since I felt having an INT at 16 and a good Focus flow was enough. Ghost Heart: A Seer Mystic summoning a fallen companion from beyond is appealing to me, and I never liked the Grieving Bond penalty, so Ghost Heart became my immediate choice. Calling the beast into Eora is quick and doesn't incur a recovery penalty, which lets the Seer immediately follow the ritual with Powers. Higher INT boosts the summon duration, extending the companion's use. Unfortunately, the skill has a short range, making timing an important factor in narrow encounters: before foes are bottlenecked but after they are engaged. (I try to time the summon into my Priest's rotation so the pet gets an inspiration while heading out.) The ghostly companion has its own set of properties, which makes it different from its living counterparts. It functions as a spirit-type with its associated strengths and weaknesses (afaik its not possible to actually see these effects) and is immune to disengagement attacks, which allows it to effortlessly swap between enemies when needed and bypass the opposition's frontliners. Ghost Hearts cannot learn the skills Heal Pet and Revive Pet, though this may not be such a sacrifice considering their hefty Bond costs and ability investment. When the pet expires due to death or duration, the Seer will not be affected by Grieving Bond, which will keep his Powers and attacks accurate. Side Note: Ghost Heart companions are handy at distracting, kiting, and blocking small side groups of enemies, and at one Bond point and short cast and recovery, can easily be summoned when necessary. A ghostly bear or antelope could make for a resilient (albeit temporary) tank. Ghost Heart Abilities: Bond: Wolf Companion, Takedown, Marked for the Hunt I chose the wolf (named 'im Volkhavaar) for my companion for RP and extra damage - lions make a good secondary choice for their increased attack speed. Takedown disrupts enemy backliners and can be upgraded for extra PEN or a damage boost. Marked for the Hunt deserves its own mention. Its baseline ability (Marked Prey) is far superior to Wounding Shot: the latter has been repeatedly nerfed, the Wounding effect doesn't generate Focus, and spending two ability points for a level one affliction or a selfish accuracy buff is a waste in a crunched build. Marked Prey and Marked for the Hunt never miss, cast fast, have no recovery, and last as long as the marked target; and Ciphers always appreciate more accuracy. Marked for the Hunt transfers the effect when the marked foe is killed, and combined with the Ghost pet's immunity to disengagement, allows the strange apparition to safely move to the next target - often messing up enemy pathing for a brief time. The ability's jump-on-death effect seems to have no limit, which helps cut down on Bond points in longer battles; however, it can vanish if its next target dies too fast. Passives: Ghost Heart, Marksman, Merciless Companion, Vicious Companion Marksman plus Marked Prey/Marked for the Hunt synergize, giving the Seer a +15 bonus to accuracy from over four meters away; and as mentioned earlier, Beguiler's ranged bonus to Deception powers lets him stay a touch back. The Companion passives are there to increase damage, add PEN, and apply a moderate Sneak Attack bonus, which will be triggered often. Rotation Example Start the battle in Stealth with an Arquebus (modal on). If possible, position your frontliners in a way that can open a path for the pet. Begin the frontline engagement/prep inspirations/shoot a long-range foe with your Arquebus to generate some Focus. By using an Arquebus, recovery is at 0. Follow the shot with Marked for the Hunt on a ranged foe (no recovery), then summon your pet (also no recovery). (Note: Marked for the Hunt breaks Stealth, which is why I shoot before using it. Casting Deceptions from Stealth can be useful, but recovery can significantly hinder the rotation.) Have your pet attack or use Takedown on the Marked foe depending on the circumstance, then cast Phantom Foes on an enemy that gives the most coverage. Follow this by swapping to a bow or rod, then work to cast Secret Horrors and Eyestrike. Follow Marked for the Hunt as it bounces through enemies and focus fire for the best effect. Continue casting Deceptions, attacking marked targets, and summoning when needed. --Will add other thoughts and variations after waking up. Thanks for reading.
  12. Hey, I was wondering if I could get some advice for a possible cleric build, I was thinking about Berath/Devoted or Magran/Evoker, I'm pretty new to the PoE world and was wondering if someone could provide some advice, I will say I don't really care if the this is min/max as for my first playthrough I find myself more interested in learning the game and the story. Please let me know! Thanks!
  13. At first I started a Trickster/Soulblade main character, but I don't really like the trickster so now I'm thinking of starting a Devoted/Soulblade or an Assassin/Soulblade. Which one would make more sense to partner up with a swashbuckler (fighter/rogue) Edér if I'll focus on one handed style with swords and medium armor? Assassin/Soulblade and Fighter/Rogue has multiple ways to Flank enemies with smokes, blinding attacks and cipher debuffs, but a Devoted/Soulblade generally looks more viable with Disciplined B., Confident Aim and Cleaving Stance. Basically my planned attributes for both would be Might15, Con10, Dex16, Per15, Int10, Res12
  14. Hi guys/gals, Has anyone tried or theorycrafted a barbarian/monk combo? I could not find any post on this multiclass build. I was planning on going Barbarian/Corpse-eater (for sustainability) + Monk/Shattered-pillar (to get wounds from hits). On the paper it seems to synergize quite well with the barbarian high hit-rate + AOEs and the wounds gained from hits by the Monk/Shattered-pillar but maybe I am missing something... If you feel like it's bad, could you advise a better balanced (non glass-canon) melee build, with high burst damage, AOEs ans some croud-control? Any advice about how to level this build is also welcome Thanks
  15. Hello all. I'm towards the beginning of a Cipher run, and believe it or not, I've never played a Cipher before (I know, they're supposed to be amazing, but I'm just getting around to it). Now, I'm at the point where I need to start making some real commitments to what direction I'm going to take my character in, but I'm split between two: 1. Crazy Awesome DPS 2. Crazy Awesome Crowd-control As you can see, either would be crazy awesome. But essentially, my character could go either way and, since I have zero experience with Ciphers, I was just wondering what the masses would suggest. Of the Cipher powers, which ones do you think are more effective, which ones work well with a party set-up (I'm probably going to stick mostly with Eder, Pallegina, Aloth, Durance, and Kana - I'm thinking of carrying this character over to Deadfire), etc.? Just FYI, my build is as follows: Meadow Folk Might: 16 Constitution: 9 Dexterity: 10 Perception: 15 Intellect: 18 Resolve: 10 And I'm playing on Hard. All suggestions are welcome.
  16. I really want to play a ranger again (because I want an animal companion ), but I got a few questions first; 1. Best ranger build in your opinion? 2. Best abilities? 3. Armour type? 4. Do I..... (get mentally prepared for this question...seriously....) Do I......have to be....ranged? With a...ranger...? ((XD) If by any chance , I don't have to.....make sure the build you mention etc reflects that. )) But hey, I can do ranged if it's the only way to have an animal companion lol. Info: Probably gonna play on normal or on hard (hard more likely) in this playthrough. Finished one ranger playthrough on normal a year back or so.... Kinda getting tired of story mod re-plays. xD Not so fun anymore, I want to dive more into combat. )
  17. Hi there! I'm new to PoE and looking for some advice/answers to questions regarding the rogue and party play, without getting spoilers on skills/spells/story. I started playing yesterday (on normal for now) and chose the rogue as my main character. I want a character for high single target DPS with the ability to pick locks, sneak, disarm traps and strike from the shadows. Classical RPG-rogue. I read through some explanations regarding stats and attributes and I think I understand most of it already. My questions though are: - Is sneaking to enemies and striking them from the back with bonus damage a thing later on? I managed to do it in the intro, when that fighter girl from the caravan engaged first and I wonder if it's that doable later on as well - Might or Dex as main attribute for a dagger using stealth melee rogue? Seems like Dex with extreme high attack speed could be super powerful against casters with all the interrupts I'm planing on playing with a party, as it's my first playthrough. I know there will be some companions to recruit, but I also know that I can "create" my own mercenary guy. Is it possible to set up a group with all self made characters instead of using the predefined people you meet? If so, I would love to have following party setup and would like to know if it's possible/viable: Paladin with 2H as an off tank/supporter to bind 1-2 enemies and help the party. Fighter with 1h+shield as Main Tank with lots of defense and the ability to bind as many enemies as possible. Classical "Mage" with lots of offensive power and AoE, maybe a summon as well? "Support Caster" (not sure what class, pls recommend something): Should have some CC, some buffs, some debuffs, maybe summon? Offense/defense doesn't matter. Priest as Healer/Buffer/Debuffer My char (Rogue) as pure single target DPS. - Do I need to focus on all defensive stats or is reflex enough to not get hit by AoE frequently with my rogue as the two tanks should ideally tank everything? - If my rogue uses daggers, should I focus on axe/mace for my tanks to have more ways to get around enemies DR? - Is the religion thing on Paladins/Priests important for their skillset or is it more a flavor thing? Thank's in advance and cheers!
  18. Hiho! I'm Jahz and I'm new to this forum and PoE. I have to start with - "Sorry for my english", couse it can suck at times. Okay, now before I post my question I need to give you guys some background: I haven't played a lot of old-style cRPG games. Only a few quite a long time ago already and tbh I never was a smart man, more of a straighforward one so I need some help from you guys. By not being smart I mean - I suck at micromanagement of my characters and figuring out good tacticks to use, so I'm probably going for normal difficulty and I'm not realy looking for MIN/MAXing my character, I prefer a little more balanced one. Mainly I have problem with deciding which class to start playing with, which race would be best for it and some build examples or tips for building my beloved avatar. Let's start with my playstyle: I love playing a melee characters, with some mix of magic added to them and optional ranged in some situations. As for weapons I go mostly for 2handed swords and scythes (which are not included in this game if I'm right ). I also have an affinity for animals and nature. As for the last part I prefer being a DPS class with some light/medium armor options. Mostly light one probably. So now we can easily limit our class choices to: - cipher - becouse it would be best fit for melee/magic style I think - ranger - has a combat pet, duuuh~ xD - druid - with this one I would be leaning more towards some kind of shapeshifter focused build. - if there is a class I missed out by accident then please add it in your post too! And now - could you guys tell me, which one would be best for a beginner and my playstyle? How to build my character up? Which skills to take, talents, attributes etc? Should I micromanage my NPC companions too? Or is their auto level system pretty good? Which race would be a best pick for those classes (I was mostly looking at the Orlan, Godlike or Elf race)? I hope you all can push me in the right direction to make that first run of mine a great experience!
  19. Hello Forumites, I discovered this great game just recently and am loving it to death. However, suffering from chronic altitis, I've not made it beyond Act II yet. On the plus side, I've had plenty of opportunity to test game mechanics (unless they unexpectedly change mid-game..). To put my build plan into context, here's what I've found so far (playing on hard): - It seems possible to run 2 tanks + ranged DPS if you keep the DPS stealthed at the beginning of combat (of course, doors make things way easier) - to have good dialogue options, it seems helpful to have at least two of high PER / high INT / high RES - at least at low levels, the party should function without mandatory per-rest abilities, since only a few camping supplies can be carried - hiring at least some custom hirelings is beneficial Now on to building an appropriate tank PC, for which I'm asking your advice: Priorities: Defenses > Utitlty > DPS Class: Paladin (DPS classes are already good on CC, but having a few strong per-encounter heals/buffs seems really helpful. Plus, high defenses.) Race: Since I want to maximize saving throws, I think Wild Orlan, because their racial seems to amount to a free +10 will whenever will is targeted. Please don't lough about a Wild Orlan Paladin, Mini-Wookies can be proud and honorable, too. Stats & SAVES (not including paladin bonuses): - 13 MIG, 18 CON, 3 DEX, 17 PER, 7 INT, 20 RES - Fortitude: +22 from stats - Reflex: +0 from stats, +22 from Weapon and Shield Style - Will: +14 from stats, +10 from racial ability Questions: - Is it feasible to go Shieldbearers with this low INT? Personally, I prefer them over Kind Wayfarers because their dispositions feel more disciplined, so this is mostly about RP. - Are the opportunities to push dispositions halfway evenly distributed throughout the story? I've got the subjective impression that "benevolent" seems overly present, but I might be wrong... - Does this build seem overall feasible? Any advice?
  20. Paladin {me} Godlike: Moon -> Darcozzi Paladin -> Orlan: Wild -> Slave Culture: Old Valia Stats: high RES, high INT, high MIG, normal PER, low DEX, normal CON Abilities: Lay on Hands, Zealous Endurance, Liberating Exhortation, Inspired Liberation, Reviving Exhortation, Greater Lay on Hands, Talents: Weapon & Shield, Superior Deflection, Hold the Line, Cautious Attack, Deep Faith, Sacred Immolation, Scion of Flame Weapon: Shatterstar, Larder Door Fighter ~ Godlike: Fire -> -> Slave Culture: Living Lands Stats: high MIG, highCON, normDEX, normPER, lowINT, highRES Abilities: Disciplined Barrage, Armored Grace, Confident Aim, Critical Defense, Vulnerable Attack, Unbroken, Savage Attack, Take the Hit, Talents: Two-Handed Style, Apprentice's Sneak Attack, Weapon Focus & Mastery: Adventurer, Bull's Will, Scion of Flame Weapon: Spectacular Spetum/ Grey Sleeper Rogue ~ Moon Godlike -> Dwarf: Boreal -> Laborer Culture: The White That Wends Stats: highMIG, normCON, highDEX, highPER, lowINT, normRES Abilities: Crippling Strike, Reckless Assault, Deflecting Assault, Dirty Fighting, Vicious Fighting, Deep Wounds, Finishing Blow, Adept Evasion, Death Blows, Vulnerable Attack, Finishing Blow, Lethal Blow Talents: Weapon & Shield, Superior Deflection, Weapon Focus: Knight Weapons: Battle Axe {We Toki} Ranger ~ Moon Godlike -> Orlean: Hearth -> Slave Culture: Living Lands Stats: highMIG, normCON, highDEX, highPERS, lowINT, normRES Abilities: {Pet: Bear} Wounding Shot, Resilient Companion, Vicious Aim, Stalker's Link, Arrow Sense, Defensive Bond, {lvl 11 retrain: Antelope} Resilient Companion, Strengthened Bond, Stunning Shots, Twinned Arrows Talents: Gunner, Penetrating Shot, Apprentice's Sneak Attack, Weapon Focus: Ruffian {lvl 11 retrain} Marksman,Weapon Focus: Adventurer, Apprentice's Sneak Attack, Bull's Will, Mental Fortress Weapons: Blunderbuss/Pistol until lvl 11. Chanter ~ Moon Godlike -> Elf: Wood -> Slave Culture: Old Valia Stats: highMIG, normCON, highDEX, normPER, highINT, lowRES Abilities: At the Sight of their Comrades, their Hearts Grew Bold; White Worms Writhed in the Bellies of the Dead; Dull the Edge, Blunt the Point; The Thunder Rolled Like Waves on Black Seas; Sure-Handed Ha Nocked Her Arrows with Speed; At the Sound of His Voice, the Killers Froze Stiff; Rime and Frost Followed the Footfalls of Karth, Shatter their Shackles; Cast off their Chains, Aefyllath Ues Myth Fyr; Oh, But Knock Not on the Door of Urdel and Gurdel; The Dragon Thrashed, The Dragon Wailed; Seven Nights She Waited While the White Winds Wept; Seven Nights She Waited While the White Winds Wept; They Shielded Their Eyes 'Gainst the Fampyr's Gaze; Their Champion Braved The Horde Alone; Talents: Fast Runner, Shot on the Run, Marksman, Weapon Focus: Adventurer, Scion of Flame, Secrets of Rime, Apprentice's Sneak Attack Weapons: Ranged {Cgadob's Hazel} Priest ~ Fire Godlike -> Elf: Pale -> Slave Culture: OId Vailia Stats: highMIG, normCON, lowDEX, highPER, highINT, normRES {About 6ish will be retraining: highMIG, normCON, highDEX, normPER, highINT, lowRES } Abilities: Deity: Eothas, Inspired Radiance, The Hope Eternal, Bonus 2nd lvl Spell, Heart of the Storm, Bonus 3d lvl Spell, Bonus 4th lvl Spell Talents: Weapon & Shield Style, Scion of Flame, Superior Deflection, Weapons: Ranged Grateful for you sharing your time and Gravity. May you ask the Goddess to eternally alight your path. Please feel free to criticize my planned party. According to many Fighters are better tanks simply for the engagements. However being a Paladin, and the non-rogue dps to be ranged, is of want by me. Other than that everything is changeable.
  21. Hi guys, thanks for checking out my topic. I'm a new player and I just picked up PoE last week. I've gotten to the first town and messed around a bit but I'm having a bit of restartitis since there's a lot in this game to consider. I'm a very "Plan my play through" type of person so I want to know what build, items, party members, etc that I'll be going for. I play like this because the worst feeling for me in a game is regretting that I didn't make a different choice. Here's an example: I start playing a fire based Paladin only to find out that Paladin's main abilities are blue fire, which doesn't mesh with the aesthetic I want (true story). So I'd like to take some advice from you veteran's if you're willing to give it, so that I can actually get into this game in earnest. The first challenge is the party members. I'm very partial to story companions in games like this, so I do not want custom companions. This is a challenge because I prefer my groups to be diverse (race, gender, class) and to make sense in terms of gameplay (Even mix or range/melee, tank, healer, etc). The companions I am interested in are Eder, Aloth, Hiravias, Sagani, Pallegina, Durance, and maybe Grieving Mother. I really like Eder's personality, and I enjoy those with unique aspects (Pallegina, Hiravias, Sagani). Aloth, GM, and Durance are all being considered more because I've been told that they are important to the story than for any other reason, although I do think it necessary to have wizard and healer type characters in my party. Note that if I leave out Durance or Aloth it will most likely be due to me replacing them as I'll get to in a moment. So I ask you guys, what do you think a reasonable party is for me? Are Aloth/Durance/GM important enough to keep around? Or can I leave them in my stronghold and occasionally talk to them to get the same value? The next challenge is my class, which I've been having a ton of trouble with. Paladins are my bread and butter, I play them in every game where they are an option, and the next closest option if they aren't. This is my first experience with a game that messed up paladins so badly for me that I'm being forced to go elsewhere. Blue fire when every other bit of fire is orange? All of their best gear is bright green? No spells? It seems like their only role is to be a tank support, but if they are up front tanking then the only person receiving support is the fighter, and if they are in back supporting the ranged then their tankiness is somewhat wasted. Paladins in this game just feel like a drunken thematic rainbow that has no solid direction. /rant With that in mind, you know that I want to play the closest thing to feeling like a paladin from other games as I can get. I've narrowed it down to Barbarian, Wizard or Priest. Note that I like spells, and I especially like Firebrand, so that will be a staple of my character. The ideas are as follows: Barbarian: Off-tank using Flames of Fair Rhian and Dragon's Maw, switching to Firebrand to deliver the pain when needed. Interested in the ring of combusting wounds and other spellbound items/armors since Barbarians lack spells entirely. I really like the orange ability effects of the barbarian and their AoE nature. However, as a paladin "main" I find I have a great distaste for being known as a barbarian, and I find it hard to shake that feeling. I see their icon of crude weapons crossing a blood red skull and I throw up in my mouth just a little. Wizard: Self-buffer melee build with nice spells and Firebrand, probably a scepter or something before I get in melee. I'm very mixed on Wizard because most of their spells I have no interest in using, but the ones I like give me vast amounts of pleasure. Citzals Martial Power in particular looks amazing. However, their reliance on "blue" buffs like DAoM, arcane shield, etc turn me off greatly. The more I look at this the more I think Aloth could pull off a blue ice themed build with the spirit lance much better (though his starter spells are rubbish). Priest: Not entirely sure, but something like Abydon's hammer for spells into Firebrand when I need to conserve spells or when I run out. Priest seems like the logical alternative to Paladin, but I have similar or perhaps even greater issues with them as the wizard. I don't like having a bunch of spells that I have no interest in casting. I suppose the benefit of priest is that most of their spells fit a single theme (unlike wizards with frost/fire/arcane/corrosive/etc) but still. I'm not really sure how good priests are at buffing themselves vs supporting the party, but I think it would be nice to play one so long as I'm not just a buff bot for everyone else. So what do you guys think? As a barbarian all the party members I'm interested can be used, and as a wizard/priest obviously Aloth/Durance are no good. What class do you think will sate my paladin lust best? Which party members do you think will work best both for that character and story wise? Thanks very much for any help. If you have questions for me I will do my best to answer. Edit: I'm playing on Hard by the way, I tried POTD but it was a little too much. Also, Mobile was unkind to me when I typed this, there might be auto correct errors.
  22. @moderator: Not sure if this should go in the builds section or here, so, if needed, you can move it. Hey, I'm newish to this type of game (at least the DnD style of character building), but certainly not new to RPGs in general. I also play Tyranny, but the build system is less complex there. I understand the various stats, so, it's not an issue of understanding them, but knowing how to build them well, and also difficulty deciding how best to build them or something. So, my question is, what builds are recommended for the story companions (as opposed to the hireable build-from-scratch companions)? I'm trying to figure out how best to build (or at least re-spec) them as I've read that they aren't built very optimally, though Aloths stats are pretty good and would be fine with pretty much anything. I'm currently playing on easy and I have the White March 1 and 2 DLC, running v3.05. My current character is a rogue. Also, I've looked at the build compilation thread in the build section and found some that might work. I've also looked at this steam guide, however, I was told that that one is overrated, and I've noticed that it's out of date. Oh, and another thing, I've seen in that guide that the guns suck now, but I see a few gun based builds in the build compilation thread. My thoughts on what I'd like to use, or fits best or something or would work best. Hearth Orlan Rogue (my character): 'don juan rogue'. This is similar to the Caleb build in the steam guide that I linked. Aloth: witted wizard (Fits his high int stats) Durance: 'fire priest', well, he IS a priest of the fire goddess. Though I kind of want a dedicated healer/buffer rather than a damage dealer (potshots are okay though). Eder: Can't decide on one. Hiravias: Don't know what build to use. Sagani: storm and plague caller maybe, not sure. Kana: chillfog? I think he's more of a support/buff role? Not sure. Grieving Mother: Controller type? Not sure how her class should be used or what build. Pallegina: Don't know what build. OR, should I stop worrying too much and just wing it? editwhiletyping: Dang preview post keeps eating the links.
  23. I would like a balanced and damage oriented Ranger with the ability to (off)tank need should arise. So, for sure I need Might to deal damage, Dex to DPS, Per to crit and reflexes, Int for skills and Res for melee survive-ability. You see where I'm going... Might and Dex or Per should be maxed (18ish), but then I only have a bunch of points for Dex or Per, Int and Res. And no, dumping Con it's a baaad idea IMO. Now, I could forget to increase Res (and probably regret it first time I enter in melee) but still, Dex/Per and Int aren't gonna be as effective. I tried with a: Migh 18 Con 10 Dex 14 Per 18 Int 10 Res 10 Melee hurts bad and my skills are not as effective as I would dream. So I am asking the opinion of some of our RPG experts. 1. Which stats are easier to keep up by other means than char-gen? 2. What is most important to achieve the results I am aiming for? 3. In the aforementioned build, should I keep Dex at 10 and put those 4 points in Int? 4. Wood elf is good at ranged but I would go Human for more balance, is that ok? 5. What advice you have for me? Thank you! ^^
  24. Hi again all, I finally got quite curious about Ciphers, and I would like to play one as MC for my next run (should be in hard mode, temptatively 4 people party but to be seen). The idea is that I want to play a ranged Cipher without too much micro management, and with a specific roleplay / background. Race would be pale elf, with the concept of a lonely "cursed" hunter having to leave home weapons : arquebuse (or BB but Arquebuse preferred regarding background / roleplay), bow, pike (2h sword as an alternative) I was wondering which stats and talents would be appropriate ? Do you think this could result in a gimp MC with all my specific background (especially on hard mode with a small party) ? I don't know Cipher skills at all so difficult to choose without risk. I know this must have been said many times, but I can't find a build close to this one on the forum. Again many thanks for your great insights. Aginorh
  25. New to PoE and I'm having a hard time figuring out which attributes are important for a barbarian. It seems like there is a lot of conflicting information about stats on the forums because they all support different builds and play-styles. Back in the day I would have just restarted a thousand times to try out all kinds of creations but I don't have the time or patience for that anymore. So if you don't mind, a little help to get me started would be much appreciated. This looks like a great game and I can't wait to dive in. So far I think I'm set on a pale-elf two-handed offtank barbarian on hard difficulty. Good damage but not as squishy as a rogue or cipher and his AoE will help with the extra number of enemies. I get that INT is important, but how much is too much? I mean, I don't think putting another 1 or 2 points into INT is worth it just to catch that one extra enemy in carnage, right? But where is the cut-off point? What is better for survivability, CON or RES? I've seen builds that dump CON in favor of RES but that just doesn't make sense. Why go through all that trouble to negate the barbarian's weak deflection when you can just play to their strength and go more CON for a larger health and endurance pool? But maybe I'm wrong. MIG, DEX, or PER? I've seen builds that will dump two and max one of these but they never say what play-style they are going for to support their logic. Seems like MIG is the obvious answer but maybe landing hits with PER or hitting more with DEX is more advantageous. I'm not really one for min/maxing, but which attribute can safely be lowered a bit?
×
×
  • Create New...